// dear imgui: Platform Backend for SDL3
// This needs to be used along with a Renderer (e.g. SDL_GPU, DirectX11, OpenGL3, Vulkan..)
// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)

// Implemented features:
//  [X] Platform: Clipboard support.
//  [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
//  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
//  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
//  [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
//  [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue.
// Missing features or Issues:
//  [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
//  [x] Platform: IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.

// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ                  https://dearimgui.com/faq
// - Getting Started      https://dearimgui.com/getting-started
// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp

// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
//  2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
//  2025-01-20: Made ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode_Manual) accept an empty array.
//  2024-10-24: Emscripten: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten.
//  2024-09-11: (Docking) Added support for viewport->ParentViewportId field to support parenting at OS level. (#7973)
//  2024-09-03: Update for SDL3 api changes: SDL_GetGamepads() memory ownership revert. (#7918, #7898, #7807)
//  2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
//               - io.GetClipboardTextFn    -> platform_io.Platform_GetClipboardTextFn
//               - io.SetClipboardTextFn    -> platform_io.Platform_SetClipboardTextFn
//               - io.PlatformSetImeDataFn  -> platform_io.Platform_SetImeDataFn
//  2024-08-19: Storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
//  2024-08-19: ImGui_ImplSDL3_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
//  2024-07-22: Update for SDL3 api changes: SDL_GetGamepads() memory ownership change. (#7807)
//  2024-07-18: Update for SDL3 api changes: SDL_GetClipboardText() memory ownership change. (#7801)
//  2024-07-15: Update for SDL3 api changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794)
//  2024-07-02: Update for SDL3 api changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762).
//  2024-07-01: Update for SDL3 api changes: SDL_SetTextInputRect() changed to SDL_SetTextInputArea().
//  2024-06-26: Update for SDL3 api changes: SDL_StartTextInput()/SDL_StopTextInput()/SDL_SetTextInputRect() functions signatures.
//  2024-06-24: Update for SDL3 api changes: SDL_EVENT_KEY_DOWN/SDL_EVENT_KEY_UP contents.
//  2024-06-03; Update for SDL3 api changes: SDL_SYSTEM_CURSOR_ renames.
//  2024-05-15: Update for SDL3 api changes: SDLK_ renames.
//  2024-04-15: Inputs: Re-enable calling SDL_StartTextInput()/SDL_StopTextInput() as SDL3 no longer enables it by default and should play nicer with IME.
//  2024-02-13: Inputs: Fixed gamepad support. Handle gamepad disconnection. Added ImGui_ImplSDL3_SetGamepadMode().
//  2023-11-13: Updated for recent SDL3 API changes.
//  2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
//  2023-05-04: Fixed build on Emscripten/iOS/Android. (#6391)
//  2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
//  2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
//  2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644)
//  2023-02-07: Forked "imgui_impl_sdl2" into "imgui_impl_sdl3". Removed version checks for old feature. Refer to imgui_impl_sdl2.cpp for older changelog.

#include "pch.h"
#include "../Source/imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_sdl3.h"

// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision
#endif

// SDL
#include <SDL3/SDL.h>
#if defined(__APPLE__)
#include <TargetConditionals.h>
#endif
#ifdef _WIN32
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#endif

#if !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE    1
#else
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE    0
#endif

// FIXME-LEGACY: remove when SDL 3.1.3 preview is released.
#ifndef SDLK_APOSTROPHE
#define SDLK_APOSTROPHE SDLK_QUOTE
#endif
#ifndef SDLK_GRAVE
#define SDLK_GRAVE SDLK_BACKQUOTE
#endif

// SDL Data
struct ImGui_ImplSDL3_Data
{
    SDL_Window*             Window;
    SDL_WindowID            WindowID;
    SDL_Renderer*           Renderer;
    Uint64                  Time;
    char*                   ClipboardTextData;
    bool                    UseVulkan;
    bool                    WantUpdateMonitors;

    // IME handling
    SDL_Window*             ImeWindow;

    // Mouse handling
    Uint32                  MouseWindowID;
    int                     MouseButtonsDown;
    SDL_Cursor*             MouseCursors[ImGuiMouseCursor_COUNT];
    SDL_Cursor*             MouseLastCursor;
    int                     MousePendingLeaveFrame;
    bool                    MouseCanUseGlobalState;
    bool                    MouseCanReportHoveredViewport;  // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state.

    // Gamepad handling
    ImVector<SDL_Gamepad*>  Gamepads;
    ImGui_ImplSDL3_GamepadMode  GamepadMode;
    bool                    WantUpdateGamepadsList;

    ImGui_ImplSDL3_Data()   { memset((void*)this, 0, sizeof(*this)); }
};

// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData()
{
    return ImGui::GetCurrentContext() ? (ImGui_ImplSDL3_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
}

// Forward Declarations
static void ImGui_ImplSDL3_UpdateMonitors();
static void ImGui_ImplSDL3_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context);
static void ImGui_ImplSDL3_ShutdownMultiViewportSupport();

// Functions
static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*)
{
    ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
    if (bd->ClipboardTextData)
        SDL_free(bd->ClipboardTextData);
    const char* sdl_clipboard_text = SDL_GetClipboardText();
    bd->ClipboardTextData = sdl_clipboard_text ? SDL_strdup(sdl_clipboard_text) : nullptr;
    return bd->ClipboardTextData;
}

static void ImGui_ImplSDL3_SetClipboardText(ImGuiContext*, const char* text)
{
    SDL_SetClipboardText(text);
}

static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data)
{
    ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
    SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
    SDL_Window* window = SDL_GetWindowFromID(window_id);
    if ((data->WantVisible == false || bd->ImeWindow != window) && bd->ImeWindow != nullptr)
    {
        SDL_StopTextInput(bd->ImeWindow);
        bd->ImeWindow = nullptr;
    }
    if (data->WantVisible)
    {
        SDL_Rect r;
        r.x = (int)(data->InputPos.x - viewport->Pos.x);
        r.y = (int)(data->InputPos.y - viewport->Pos.y + data->InputLineHeight);
        r.w = 1;
        r.h = (int)data->InputLineHeight;
        SDL_SetTextInputArea(window, &r, 0);
        SDL_StartTextInput(window);
        bd->ImeWindow = window;
    }
}

// Not static to allow third-party code to use that if they want to (but undocumented)
ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode);
ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
{
    // Keypad doesn't have individual key values in SDL3
    switch (scancode)
    {
        case SDL_SCANCODE_KP_0: return ImGuiKey_Keypad0;
        case SDL_SCANCODE_KP_1: return ImGuiKey_Keypad1;
        case SDL_SCANCODE_KP_2: return ImGuiKey_Keypad2;
        case SDL_SCANCODE_KP_3: return ImGuiKey_Keypad3;
        case SDL_SCANCODE_KP_4: return ImGuiKey_Keypad4;
        case SDL_SCANCODE_KP_5: return ImGuiKey_Keypad5;
        case SDL_SCANCODE_KP_6: return ImGuiKey_Keypad6;
        case SDL_SCANCODE_KP_7: return ImGuiKey_Keypad7;
        case SDL_SCANCODE_KP_8: return ImGuiKey_Keypad8;
        case SDL_SCANCODE_KP_9: return ImGuiKey_Keypad9;
        case SDL_SCANCODE_KP_PERIOD: return ImGuiKey_KeypadDecimal;
        case SDL_SCANCODE_KP_DIVIDE: return ImGuiKey_KeypadDivide;
        case SDL_SCANCODE_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
        case SDL_SCANCODE_KP_MINUS: return ImGuiKey_KeypadSubtract;
        case SDL_SCANCODE_KP_PLUS: return ImGuiKey_KeypadAdd;
        case SDL_SCANCODE_KP_ENTER: return ImGuiKey_KeypadEnter;
        case SDL_SCANCODE_KP_EQUALS: return ImGuiKey_KeypadEqual;
        default: break;
    }
    switch (keycode)
    {
        case SDLK_TAB: return ImGuiKey_Tab;
        case SDLK_LEFT: return ImGuiKey_LeftArrow;
        case SDLK_RIGHT: return ImGuiKey_RightArrow;
        case SDLK_UP: return ImGuiKey_UpArrow;
        case SDLK_DOWN: return ImGuiKey_DownArrow;
        case SDLK_PAGEUP: return ImGuiKey_PageUp;
        case SDLK_PAGEDOWN: return ImGuiKey_PageDown;
        case SDLK_HOME: return ImGuiKey_Home;
        case SDLK_END: return ImGuiKey_End;
        case SDLK_INSERT: return ImGuiKey_Insert;
        case SDLK_DELETE: return ImGuiKey_Delete;
        case SDLK_BACKSPACE: return ImGuiKey_Backspace;
        case SDLK_SPACE: return ImGuiKey_Space;
        case SDLK_RETURN: return ImGuiKey_Enter;
        case SDLK_ESCAPE: return ImGuiKey_Escape;
        case SDLK_APOSTROPHE: return ImGuiKey_Apostrophe;
        case SDLK_COMMA: return ImGuiKey_Comma;
        case SDLK_MINUS: return ImGuiKey_Minus;
        case SDLK_PERIOD: return ImGuiKey_Period;
        case SDLK_SLASH: return ImGuiKey_Slash;
        case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
        case SDLK_EQUALS: return ImGuiKey_Equal;
        case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
        case SDLK_BACKSLASH: return ImGuiKey_Backslash;
        case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
        case SDLK_GRAVE: return ImGuiKey_GraveAccent;
        case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
        case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
        case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
        case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
        case SDLK_PAUSE: return ImGuiKey_Pause;
        case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
        case SDLK_LSHIFT: return ImGuiKey_LeftShift;
        case SDLK_LALT: return ImGuiKey_LeftAlt;
        case SDLK_LGUI: return ImGuiKey_LeftSuper;
        case SDLK_RCTRL: return ImGuiKey_RightCtrl;
        case SDLK_RSHIFT: return ImGuiKey_RightShift;
        case SDLK_RALT: return ImGuiKey_RightAlt;
        case SDLK_RGUI: return ImGuiKey_RightSuper;
        case SDLK_APPLICATION: return ImGuiKey_Menu;
        case SDLK_0: return ImGuiKey_0;
        case SDLK_1: return ImGuiKey_1;
        case SDLK_2: return ImGuiKey_2;
        case SDLK_3: return ImGuiKey_3;
        case SDLK_4: return ImGuiKey_4;
        case SDLK_5: return ImGuiKey_5;
        case SDLK_6: return ImGuiKey_6;
        case SDLK_7: return ImGuiKey_7;
        case SDLK_8: return ImGuiKey_8;
        case SDLK_9: return ImGuiKey_9;
        case SDLK_A: return ImGuiKey_A;
        case SDLK_B: return ImGuiKey_B;
        case SDLK_C: return ImGuiKey_C;
        case SDLK_D: return ImGuiKey_D;
        case SDLK_E: return ImGuiKey_E;
        case SDLK_F: return ImGuiKey_F;
        case SDLK_G: return ImGuiKey_G;
        case SDLK_H: return ImGuiKey_H;
        case SDLK_I: return ImGuiKey_I;
        case SDLK_J: return ImGuiKey_J;
        case SDLK_K: return ImGuiKey_K;
        case SDLK_L: return ImGuiKey_L;
        case SDLK_M: return ImGuiKey_M;
        case SDLK_N: return ImGuiKey_N;
        case SDLK_O: return ImGuiKey_O;
        case SDLK_P: return ImGuiKey_P;
        case SDLK_Q: return ImGuiKey_Q;
        case SDLK_R: return ImGuiKey_R;
        case SDLK_S: return ImGuiKey_S;
        case SDLK_T: return ImGuiKey_T;
        case SDLK_U: return ImGuiKey_U;
        case SDLK_V: return ImGuiKey_V;
        case SDLK_W: return ImGuiKey_W;
        case SDLK_X: return ImGuiKey_X;
        case SDLK_Y: return ImGuiKey_Y;
        case SDLK_Z: return ImGuiKey_Z;
        case SDLK_F1: return ImGuiKey_F1;
        case SDLK_F2: return ImGuiKey_F2;
        case SDLK_F3: return ImGuiKey_F3;
        case SDLK_F4: return ImGuiKey_F4;
        case SDLK_F5: return ImGuiKey_F5;
        case SDLK_F6: return ImGuiKey_F6;
        case SDLK_F7: return ImGuiKey_F7;
        case SDLK_F8: return ImGuiKey_F8;
        case SDLK_F9: return ImGuiKey_F9;
        case SDLK_F10: return ImGuiKey_F10;
        case SDLK_F11: return ImGuiKey_F11;
        case SDLK_F12: return ImGuiKey_F12;
        case SDLK_F13: return ImGuiKey_F13;
        case SDLK_F14: return ImGuiKey_F14;
        case SDLK_F15: return ImGuiKey_F15;
        case SDLK_F16: return ImGuiKey_F16;
        case SDLK_F17: return ImGuiKey_F17;
        case SDLK_F18: return ImGuiKey_F18;
        case SDLK_F19: return ImGuiKey_F19;
        case SDLK_F20: return ImGuiKey_F20;
        case SDLK_F21: return ImGuiKey_F21;
        case SDLK_F22: return ImGuiKey_F22;
        case SDLK_F23: return ImGuiKey_F23;
        case SDLK_F24: return ImGuiKey_F24;
        case SDLK_AC_BACK: return ImGuiKey_AppBack;
        case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
        default: break;
    }
    return ImGuiKey_None;
}

static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
{
    ImGuiIO& io = ImGui::GetIO();
    io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & SDL_KMOD_CTRL) != 0);
    io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & SDL_KMOD_SHIFT) != 0);
    io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & SDL_KMOD_ALT) != 0);
    io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0);
}

static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id)
{
    return ImGui::FindViewportByPlatformHandle((void*)(intptr_t)window_id);
}

// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
{
    ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
    IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
    ImGuiIO& io = ImGui::GetIO();

    switch (event->type)
    {
        case SDL_EVENT_MOUSE_MOTION:
        {
            if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == nullptr)
                return false;
            ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
            if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
            {
                int window_x, window_y;
                SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y);
                mouse_pos.x += window_x;
                mouse_pos.y += window_y;
            }
            io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
            io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
            return true;
        }
        case SDL_EVENT_MOUSE_WHEEL:
        {
            if (ImGui_ImplSDL3_GetViewportForWindowID(event->wheel.windowID) == nullptr)
                return false;
            //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
            float wheel_x = -event->wheel.x;
            float wheel_y = event->wheel.y;
            io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
            io.AddMouseWheelEvent(wheel_x, wheel_y);
            return true;
        }
        case SDL_EVENT_MOUSE_BUTTON_DOWN:
        case SDL_EVENT_MOUSE_BUTTON_UP:
        {
            if (ImGui_ImplSDL3_GetViewportForWindowID(event->button.windowID) == nullptr)
                return false;
            int mouse_button = -1;
            if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
            if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
            if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
            if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
            if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
            if (mouse_button == -1)
                break;
            io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
            io.AddMouseButtonEvent(mouse_button, (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN));
            bd->MouseButtonsDown = (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
            return true;
        }
        case SDL_EVENT_TEXT_INPUT:
        {
            if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == nullptr)
                return false;
            io.AddInputCharactersUTF8(event->text.text);
            return true;
        }
        case SDL_EVENT_KEY_DOWN:
        case SDL_EVENT_KEY_UP:
        {
            if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == nullptr)
                return false;
            ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod);
            //IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%s : key=%d ('%s'), scancode=%d ('%s'), mod=%X\n",
            //    (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP  ", event->key.key, SDL_GetKeyName(event->key.key), event->key.scancode, SDL_GetScancodeName(event->key.scancode), event->key.mod);
            ImGuiKey key = ImGui_ImplSDL3_KeyEventToImGuiKey(event->key.key, event->key.scancode);
            io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN));
            io.SetKeyEventNativeData(key, event->key.key, event->key.scancode, event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
            return true;
        }
        case SDL_EVENT_DISPLAY_ORIENTATION:
        case SDL_EVENT_DISPLAY_ADDED:
        case SDL_EVENT_DISPLAY_REMOVED:
        case SDL_EVENT_DISPLAY_MOVED:
        case SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED:
        {
            bd->WantUpdateMonitors = true;
            return true;
        }
        case SDL_EVENT_WINDOW_MOUSE_ENTER:
        {
            if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
                return false;
            bd->MouseWindowID = event->window.windowID;
            bd->MousePendingLeaveFrame = 0;
            return true;
        }
        // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
        //   causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
        //   we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
        // FIXME: Unconfirmed whether this is still needed with SDL3.
        case SDL_EVENT_WINDOW_MOUSE_LEAVE:
        {
            if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
                return false;
            bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1;
            return true;
        }
        case SDL_EVENT_WINDOW_FOCUS_GAINED:
        case SDL_EVENT_WINDOW_FOCUS_LOST:
        {
            if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
                return false;
            io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
            return true;
        }
        case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
        case SDL_EVENT_WINDOW_MOVED:
        case SDL_EVENT_WINDOW_RESIZED:
        {
            ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID);
            if (viewport == NULL)
                return false;
            if (event->type == SDL_EVENT_WINDOW_CLOSE_REQUESTED)
                viewport->PlatformRequestClose = true;
            if (event->type == SDL_EVENT_WINDOW_MOVED)
                viewport->PlatformRequestMove = true;
            if (event->type == SDL_EVENT_WINDOW_RESIZED)
                viewport->PlatformRequestResize = true;
            return true;
        }
        case SDL_EVENT_GAMEPAD_ADDED:
        case SDL_EVENT_GAMEPAD_REMOVED:
        {
            bd->WantUpdateGamepadsList = true;
            return true;
        }
    }
    return false;
}

static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window)
{
    viewport->PlatformHandle = (void*)(intptr_t)SDL_GetWindowID(window);
    viewport->PlatformHandleRaw = nullptr;
#if defined(_WIN32) && !defined(__WINRT__)
    viewport->PlatformHandleRaw = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, nullptr);
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
    viewport->PlatformHandleRaw = SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_COCOA_WINDOW_POINTER, nullptr);
#endif
}

static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
{
    ImGuiIO& io = ImGui::GetIO();
    IMGUI_CHECKVERSION();
    IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
    IM_UNUSED(sdl_gl_context); // Unused in this branch

    // Check and store if we are on a SDL backend that supports global mouse position
    // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
    bool mouse_can_use_global_state = false;
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
    const char* sdl_backend = SDL_GetCurrentVideoDriver();
    const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
    for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
        if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
            mouse_can_use_global_state = true;
#endif

    // Setup backend capabilities flags
    ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)();
    io.BackendPlatformUserData = (void*)bd;
    io.BackendPlatformName = "imgui_impl_sdl3";
    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;           // We can honor GetMouseCursor() values (optional)
    io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;            // We can honor io.WantSetMousePos requests (optional, rarely used)
    if (mouse_can_use_global_state)
        io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports;  // We can create multi-viewports on the Platform side (optional)

    bd->Window = window;
    bd->WindowID = SDL_GetWindowID(window);
    bd->Renderer = renderer;

    // SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960)
    // We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame.
    bd->MouseCanUseGlobalState = mouse_can_use_global_state;
#ifndef __APPLE__
    bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState;
#else
    bd->MouseCanReportHoveredViewport = false;
#endif

    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
    platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
    platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
    platform_io.Platform_SetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData;

    // Update monitor a first time during init
    ImGui_ImplSDL3_UpdateMonitors();

    // Gamepad handling
    bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
    bd->WantUpdateGamepadsList = true;

    // Load mouse cursors
    bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_DEFAULT);
    bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_TEXT);
    bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_MOVE);
    bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NS_RESIZE);
    bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_EW_RESIZE);
    bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NESW_RESIZE);
    bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NWSE_RESIZE);
    bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_POINTER);
    bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NOT_ALLOWED);

    // Set platform dependent data in viewport
    // Our mouse update function expect PlatformHandle to be filled for the main viewport
    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
    ImGui_ImplSDL3_SetupPlatformHandles(main_viewport, window);

    // From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
    // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
    // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
    // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
    // you can ignore SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
    SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");

    // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
    SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");

    // SDL 3.x : see https://github.com/libsdl-org/SDL/issues/6659
    SDL_SetHint("SDL_BORDERLESS_WINDOWED_STYLE", "0");

    // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
    // We left the call to ImGui_ImplSDL3_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
    if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports)
        ImGui_ImplSDL3_InitMultiViewportSupport(window, sdl_gl_context);

    return true;
}

// Should technically be a SDL_GLContext but due to typedef it is sane to keep it void* in public interface.
bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
{
    return ImGui_ImplSDL3_Init(window, nullptr, sdl_gl_context);
}

bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window)
{
    if (!ImGui_ImplSDL3_Init(window, nullptr, nullptr))
        return false;
    ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
    bd->UseVulkan = true;
    return true;
}

bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window)
{
#if !defined(_WIN32)
    IM_ASSERT(0 && "Unsupported");
#endif
    return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
}

bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window)
{
    return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
}

bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
{
    return ImGui_ImplSDL3_Init(window, renderer, nullptr);
}

bool ImGui_ImplSDL3_InitForSDLGPU(SDL_Window* window)
{
    return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
}

bool ImGui_ImplSDL3_InitForOther(SDL_Window* window)
{
    return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
}

static void ImGui_ImplSDL3_CloseGamepads();

void ImGui_ImplSDL3_Shutdown()
{
    ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
    IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
    ImGuiIO& io = ImGui::GetIO();

    ImGui_ImplSDL3_ShutdownMultiViewportSupport();

    if (bd->ClipboardTextData)
        SDL_free(bd->ClipboardTextData);
    for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
        SDL_DestroyCursor(bd->MouseCursors[cursor_n]);
    ImGui_ImplSDL3_CloseGamepads();

    io.BackendPlatformName = nullptr;
    io.BackendPlatformUserData = nullptr;
    io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
    IM_DELETE(bd);
}

// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.
static void ImGui_ImplSDL3_UpdateMouseData()
{
    ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
    ImGuiIO& io = ImGui::GetIO();

    // We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below)
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
    // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
    SDL_CaptureMouse(bd->MouseButtonsDown != 0);
    SDL_Window* focused_window = SDL_GetKeyboardFocus();
    const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui_ImplSDL3_GetViewportForWindowID(SDL_GetWindowID(focused_window)) != NULL));
#else
    SDL_Window* focused_window = bd->Window;
    const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
#endif
    if (is_app_focused)
    {
        // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
        if (io.WantSetMousePos)
        {
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
            if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
                SDL_WarpMouseGlobal(io.MousePos.x, io.MousePos.y);
            else
#endif
                SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y);
        }

        // (Optional) Fallback to provide mouse position when focused (SDL_EVENT_MOUSE_MOTION already provides this when hovered or captured)
        if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
        {
            // Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
            // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
            float mouse_x, mouse_y;
            int window_x, window_y;
            SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
            if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
            {
                SDL_GetWindowPosition(focused_window, &window_x, &window_y);
                mouse_x -= window_x;
                mouse_y -= window_y;
            }
            io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
        }
    }

    // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
    // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
    // - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag.
    //       Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
    //       for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
    //       by the backend, and use its flawed heuristic to guess the viewport behind.
    // - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
    if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
    {
        ImGuiID mouse_viewport_id = 0;
        if (ImGuiViewport* mouse_viewport = ImGui_ImplSDL3_GetViewportForWindowID(bd->MouseWindowID))
            mouse_viewport_id = mouse_viewport->ID;
        io.AddMouseViewportEvent(mouse_viewport_id);
    }
}

static void ImGui_ImplSDL3_UpdateMouseCursor()
{
    ImGuiIO& io = ImGui::GetIO();
    if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
        return;
    ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();

    ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
    if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
    {
        // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
        SDL_HideCursor();
    }
    else
    {
        // Show OS mouse cursor
        SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
        if (bd->MouseLastCursor != expected_cursor)
        {
            SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
            bd->MouseLastCursor = expected_cursor;
        }
        SDL_ShowCursor();
    }
}

static void ImGui_ImplSDL3_CloseGamepads()
{
    ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
    if (bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
        for (SDL_Gamepad* gamepad : bd->Gamepads)
            SDL_CloseGamepad(gamepad);
    bd->Gamepads.resize(0);
}

void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array, int manual_gamepads_count)
{
    ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
    ImGui_ImplSDL3_CloseGamepads();
    if (mode == ImGui_ImplSDL3_GamepadMode_Manual)
    {
        IM_ASSERT(manual_gamepads_array != nullptr || manual_gamepads_count <= 0);
        for (int n = 0; n < manual_gamepads_count; n++)
            bd->Gamepads.push_back(manual_gamepads_array[n]);
    }
    else
    {
        IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
        bd->WantUpdateGamepadsList = true;
    }
    bd->GamepadMode = mode;
}

static void ImGui_ImplSDL3_UpdateGamepadButton(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadButton button_no)
{
    bool merged_value = false;
    for (SDL_Gamepad* gamepad : bd->Gamepads)
        merged_value |= SDL_GetGamepadButton(gamepad, button_no) != 0;
    io.AddKeyEvent(key, merged_value);
}

static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v  > 1.0f ? 1.0f : v; }
static void ImGui_ImplSDL3_UpdateGamepadAnalog(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadAxis axis_no, float v0, float v1)
{
    float merged_value = 0.0f;
    for (SDL_Gamepad* gamepad : bd->Gamepads)
    {
        float vn = Saturate((float)(SDL_GetGamepadAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
        if (merged_value < vn)
            merged_value = vn;
    }
    io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
}

static void ImGui_ImplSDL3_UpdateGamepads()
{
    ImGuiIO& io = ImGui::GetIO();
    ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();

    // Update list of gamepads to use
    if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
    {
        ImGui_ImplSDL3_CloseGamepads();
        int sdl_gamepads_count = 0;
        SDL_JoystickID* sdl_gamepads = SDL_GetGamepads(&sdl_gamepads_count);
        for (int n = 0; n < sdl_gamepads_count; n++)
            if (SDL_Gamepad* gamepad = SDL_OpenGamepad(sdl_gamepads[n]))
            {
                bd->Gamepads.push_back(gamepad);
                if (bd->GamepadMode == ImGui_ImplSDL3_GamepadMode_AutoFirst)
                    break;
            }
        bd->WantUpdateGamepadsList = false;
        SDL_free(sdl_gamepads);
    }

    // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
    if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
        return;
    io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
    if (bd->Gamepads.Size == 0)
        return;
    io.BackendFlags |= ImGuiBackendFlags_HasGamepad;

    // Update gamepad inputs
    const int thumb_dead_zone = 8000;           // SDL_gamepad.h suggests using this value.
    ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart,       SDL_GAMEPAD_BUTTON_START);
    ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack,        SDL_GAMEPAD_BUTTON_BACK);
    ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft,    SDL_GAMEPAD_BUTTON_WEST);           // Xbox X, PS Square
    ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight,   SDL_GAMEPAD_BUTTON_EAST);           // Xbox B, PS Circle
    ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp,      SDL_GAMEPAD_BUTTON_NORTH);          // Xbox Y, PS Triangle
    ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown,    SDL_GAMEPAD_BUTTON_SOUTH);          // Xbox A, PS Cross
    ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft,    SDL_GAMEPAD_BUTTON_DPAD_LEFT);
    ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight,   SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
    ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp,      SDL_GAMEPAD_BUTTON_DPAD_UP);
    ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown,    SDL_GAMEPAD_BUTTON_DPAD_DOWN);
    ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1,          SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
    ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1,          SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
    ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2,          SDL_GAMEPAD_AXIS_LEFT_TRIGGER,  0.0f, 32767);
    ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2,          SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
    ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3,          SDL_GAMEPAD_BUTTON_LEFT_STICK);
    ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3,          SDL_GAMEPAD_BUTTON_RIGHT_STICK);
    ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft,  SDL_GAMEPAD_AXIS_LEFTX,  -thumb_dead_zone, -32768);
    ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX,  +thumb_dead_zone, +32767);
    ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp,    SDL_GAMEPAD_AXIS_LEFTY,  -thumb_dead_zone, -32768);
    ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown,  SDL_GAMEPAD_AXIS_LEFTY,  +thumb_dead_zone, +32767);
    ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft,  SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
    ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
    ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp,    SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
    ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown,  SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
}

static void ImGui_ImplSDL3_UpdateMonitors()
{
    ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
    platform_io.Monitors.resize(0);
    bd->WantUpdateMonitors = false;

    int display_count;
    SDL_DisplayID* displays = SDL_GetDisplays(&display_count);
    for (int n = 0; n < display_count; n++)
    {
        // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
        SDL_DisplayID display_id = displays[n];
        ImGuiPlatformMonitor monitor;
        SDL_Rect r;
        SDL_GetDisplayBounds(display_id, &r);
        monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
        monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
        SDL_GetDisplayUsableBounds(display_id, &r);
        monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
        monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
        // FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set
        //  DpiScale to cocoa_window.backingScaleFactor here.
        monitor.DpiScale = SDL_GetDisplayContentScale(display_id);
        monitor.PlatformHandle = (void*)(intptr_t)n;
        if (monitor.DpiScale <= 0.0f)
            continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
        platform_io.Monitors.push_back(monitor);
    }
    SDL_free(displays);
}

void ImGui_ImplSDL3_NewFrame()
{
    ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
    IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
    ImGuiIO& io = ImGui::GetIO();

    // Setup display size (every frame to accommodate for window resizing)
    int w, h;
    int display_w, display_h;
    SDL_GetWindowSize(bd->Window, &w, &h);
    if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
        w = h = 0;
    SDL_GetWindowSizeInPixels(bd->Window, &display_w, &display_h);
    io.DisplaySize = ImVec2((float)w, (float)h);
    if (w > 0 && h > 0)
        io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);

    // Update monitors
    if (bd->WantUpdateMonitors)
        ImGui_ImplSDL3_UpdateMonitors();

    // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
    // (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
    static Uint64 frequency = SDL_GetPerformanceFrequency();
    Uint64 current_time = SDL_GetPerformanceCounter();
    if (current_time <= bd->Time)
        current_time = bd->Time + 1;
    io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
    bd->Time = current_time;

    if (bd->MousePendingLeaveFrame && bd->MousePendingLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
    {
        bd->MouseWindowID = 0;
        bd->MousePendingLeaveFrame = 0;
        io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
    }

    // Our io.AddMouseViewportEvent() calls will only be valid when not capturing.
    // Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rigorous, but testing for payload reduces noise and potential side-effects.
    if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr)
        io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;
    else
        io.BackendFlags &= ~ImGuiBackendFlags_HasMouseHoveredViewport;

    ImGui_ImplSDL3_UpdateMouseData();
    ImGui_ImplSDL3_UpdateMouseCursor();

    // Update game controllers (if enabled and available)
    ImGui_ImplSDL3_UpdateGamepads();
}

//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------

// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplSDL3_ViewportData
{
    SDL_Window*     Window;
    SDL_Window*     ParentWindow;
    Uint32          WindowID;
    bool            WindowOwned;
    SDL_GLContext   GLContext;

    ImGui_ImplSDL3_ViewportData() { Window = ParentWindow = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; }
    ~ImGui_ImplSDL3_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); }
};

static SDL_Window* ImGui_ImplSDL3_GetSDLWindowFromViewportID(ImGuiID viewport_id)
{
    if (viewport_id != 0)
        if (ImGuiViewport* viewport = ImGui::FindViewportByID(viewport_id))
        {
            SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
            return SDL_GetWindowFromID(window_id);
        }
    return nullptr;
}

static void ImGui_ImplSDL3_CreateWindow(ImGuiViewport* viewport)
{
    ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
    ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)();
    viewport->PlatformUserData = vd;

    vd->ParentWindow = ImGui_ImplSDL3_GetSDLWindowFromViewportID(viewport->ParentViewportId);

    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
    ImGui_ImplSDL3_ViewportData* main_viewport_data = (ImGui_ImplSDL3_ViewportData*)main_viewport->PlatformUserData;

    // Share GL resources with main context
    bool use_opengl = (main_viewport_data->GLContext != nullptr);
    SDL_GLContext backup_context = nullptr;
    if (use_opengl)
    {
        backup_context = SDL_GL_GetCurrentContext();
        SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
        SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
    }

    SDL_WindowFlags sdl_flags = 0;
    sdl_flags |= SDL_WINDOW_HIDDEN;
    sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0);
    sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_HIGH_PIXEL_DENSITY;
    sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
    sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
    sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_UTILITY : 0;
    sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
    vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
    SDL_SetWindowParent(vd->Window, vd->ParentWindow);
    SDL_SetWindowPosition(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
    vd->WindowOwned = true;
    if (use_opengl)
    {
        vd->GLContext = SDL_GL_CreateContext(vd->Window);
        SDL_GL_SetSwapInterval(0);
    }
    if (use_opengl && backup_context)
        SDL_GL_MakeCurrent(vd->Window, backup_context);

    ImGui_ImplSDL3_SetupPlatformHandles(viewport, vd->Window);
}

static void ImGui_ImplSDL3_DestroyWindow(ImGuiViewport* viewport)
{
    if (ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData)
    {
        if (vd->GLContext && vd->WindowOwned)
            SDL_GL_DestroyContext(vd->GLContext);
        if (vd->Window && vd->WindowOwned)
            SDL_DestroyWindow(vd->Window);
        vd->GLContext = nullptr;
        vd->Window = nullptr;
        IM_DELETE(vd);
    }
    viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
}

static void ImGui_ImplSDL3_ShowWindow(ImGuiViewport* viewport)
{
    ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
#if defined(_WIN32) && !(defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP || WINAPI_FAMILY == WINAPI_FAMILY_GAMES))
    HWND hwnd = (HWND)viewport->PlatformHandleRaw;

    // SDL hack: Show icon in task bar (#7989)
    // Note: SDL_WINDOW_UTILITY can be used to control task bar visibility, but on Windows, it does not affect child windows.
    if (!(viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon))
    {
        LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
        ex_style |= WS_EX_APPWINDOW;
        ex_style &= ~WS_EX_TOOLWINDOW;
        ::ShowWindow(hwnd, SW_HIDE);
        ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
    }
#endif

    SDL_SetHint(SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN, (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) ? "0" : "1");
    SDL_ShowWindow(vd->Window);
}

static void ImGui_ImplSDL3_UpdateWindow(ImGuiViewport* viewport)
{
    ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;

    // Update SDL3 parent if it changed _after_ creation.
    // This is for advanced apps that are manipulating ParentViewportID manually.
    SDL_Window* new_parent = ImGui_ImplSDL3_GetSDLWindowFromViewportID(viewport->ParentViewportId);
    if (new_parent != vd->ParentWindow)
    {
        vd->ParentWindow = new_parent;
        SDL_SetWindowParent(vd->Window, vd->ParentWindow);
    }
}

static ImVec2 ImGui_ImplSDL3_GetWindowPos(ImGuiViewport* viewport)
{
    ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
    int x = 0, y = 0;
    SDL_GetWindowPosition(vd->Window, &x, &y);
    return ImVec2((float)x, (float)y);
}

static void ImGui_ImplSDL3_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
{
    ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
    SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y);
}

static ImVec2 ImGui_ImplSDL3_GetWindowSize(ImGuiViewport* viewport)
{
    ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
    int w = 0, h = 0;
    SDL_GetWindowSize(vd->Window, &w, &h);
    return ImVec2((float)w, (float)h);
}

static void ImGui_ImplSDL3_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
    ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
    SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y);
}

static void ImGui_ImplSDL3_SetWindowTitle(ImGuiViewport* viewport, const char* title)
{
    ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
    SDL_SetWindowTitle(vd->Window, title);
}

static void ImGui_ImplSDL3_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
{
    ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
    SDL_SetWindowOpacity(vd->Window, alpha);
}

static void ImGui_ImplSDL3_SetWindowFocus(ImGuiViewport* viewport)
{
    ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
    SDL_RaiseWindow(vd->Window);
}

static bool ImGui_ImplSDL3_GetWindowFocus(ImGuiViewport* viewport)
{
    ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
    return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0;
}

static bool ImGui_ImplSDL3_GetWindowMinimized(ImGuiViewport* viewport)
{
    ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
    return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0;
}

static void ImGui_ImplSDL3_RenderWindow(ImGuiViewport* viewport, void*)
{
    ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
    if (vd->GLContext)
        SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
}

static void ImGui_ImplSDL3_SwapBuffers(ImGuiViewport* viewport, void*)
{
    ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
    if (vd->GLContext)
    {
        SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
        SDL_GL_SwapWindow(vd->Window);
    }
}

// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
// SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this.
#include <SDL3/SDL_vulkan.h>
static int ImGui_ImplSDL3_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
{
    ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
    (void)vk_allocator;
    bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
    return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
}

static void ImGui_ImplSDL3_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context)
{
    // Register platform interface (will be coupled with a renderer interface)
    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
    platform_io.Platform_CreateWindow = ImGui_ImplSDL3_CreateWindow;
    platform_io.Platform_DestroyWindow = ImGui_ImplSDL3_DestroyWindow;
    platform_io.Platform_ShowWindow = ImGui_ImplSDL3_ShowWindow;
    platform_io.Platform_UpdateWindow = ImGui_ImplSDL3_UpdateWindow;
    platform_io.Platform_SetWindowPos = ImGui_ImplSDL3_SetWindowPos;
    platform_io.Platform_GetWindowPos = ImGui_ImplSDL3_GetWindowPos;
    platform_io.Platform_SetWindowSize = ImGui_ImplSDL3_SetWindowSize;
    platform_io.Platform_GetWindowSize = ImGui_ImplSDL3_GetWindowSize;
    platform_io.Platform_SetWindowFocus = ImGui_ImplSDL3_SetWindowFocus;
    platform_io.Platform_GetWindowFocus = ImGui_ImplSDL3_GetWindowFocus;
    platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL3_GetWindowMinimized;
    platform_io.Platform_SetWindowTitle = ImGui_ImplSDL3_SetWindowTitle;
    platform_io.Platform_RenderWindow = ImGui_ImplSDL3_RenderWindow;
    platform_io.Platform_SwapBuffers = ImGui_ImplSDL3_SwapBuffers;
    platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL3_SetWindowAlpha;
    platform_io.Platform_CreateVkSurface = ImGui_ImplSDL3_CreateVkSurface;

    // Register main window handle (which is owned by the main application, not by us)
    // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
    ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)();
    vd->Window = window;
    vd->WindowID = SDL_GetWindowID(window);
    vd->WindowOwned = false;
    vd->GLContext = (SDL_GLContext)sdl_gl_context;
    main_viewport->PlatformUserData = vd;
    main_viewport->PlatformHandle = (void*)(intptr_t)vd->WindowID;
}

static void ImGui_ImplSDL3_ShutdownMultiViewportSupport()
{
    ImGui::DestroyPlatformWindows();
}

//-----------------------------------------------------------------------------

#if defined(__clang__)
#pragma clang diagnostic pop
#endif

#endif // #ifndef IMGUI_DISABLE
